Welcome to the Ling Xiaoyu thread. This thread will host various strategies, matchup info, combos, partners, etc. for Xiaoyu. If you have any information that you’d like to share please do so, and I’ll do my best to update to the OPs.

Very practical - 1,2,1 (this combo will jail the opponent as they will not crouch from this and it is safe on block). In any case however, it IS possible for the opponent to actually block the LAST hit of the move but they can not do anything else other than block). Should you not get a counter hit, just resort to 1,2 instead.

b+4,4 - VERY NICE. The first hit of Xiaoyu kick will hit MID - another good thing about this move is that it will completely jail the opponent afterwards even registering as a combo. Provides decent damage output and is good for counter acting opponents mix-up attempts.

df+2~1 - Every Xiaoyu players loves this. It is pretty fast, hits MID, and can punish opponent that are at -15 frames. This is launcher… make of that is will and please enjoy yourself as you juggle your opponent off of this when try to win You might also use this for whiff punishment under some situations as well.

f+1+2 - Knockdown, very fast, and is safer than it actually looks. You should use this to draw some distance between you and your opponent. This move also hits mid.

f+2,1 - The last hit is a knockdown, but this will only jail if the opponent is in a counter state. Once again, this hits mid. This is can be a good punish… more like a whiff punish, because Xiaoyu is moving forward.

1, d+2 - Another move you should use due to its 10f startup. First hit hits high while the other hits mid and puts you in Rain Dance which can lead to more shenanigans.
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Tag Combos
SS+3 into AOP, uf+3,1 TA! (King) 1+2,1 f+2,1,4 - 86; You can substitute the 1 for King with a 3 for 2 more damage, but you lose a lot of mixup potential.

Okizeme

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[spoiler=“Stance Strategies”]
As you know, Xiaoyu has two additional stances along with a third “stance”. These are Rain Dance (RD or BT), Art of Phoenix (AOP), and then there’s the BT AOP which can only be done in very specific situations (more on that later).

Rain Dance be entered in from a variety of moves such as (1, d+2), WS 2, a blocked UF+3+4, and a f,F+3, but you can hold back so as to not commit to the stance.
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Armor King!! Er… hey. I tend to play Miharu/Armor King a lot - Armor King can capitalize on Xiaoyu’s/Miharu’s - juggle damages and several other aspects - his damage output from juggle are more impressive. Armor King’s… default tag assist move (just holding on to 5) has him using a rather lengthy one, two juggle combo - this provides Xiaoyu just enough time to input a run into jump kick. Xiaoyu’s jump kick will cause her to automatically into her Art of Phoenix stance - should there be a wall of some sort nearby, Xiaoyu’s opponent is getting ready to lose about half of their health… or all of it if the Xiaoyu player is persistent. Armor King can help Xiaoyu in the damage department. The issue with Armor King is that… he is… straight forward. No he isn’t… well… he is. He doesn’t really “shine” in any aspect other than his chain throws and his above average damage output - Armor King literally does have every fundamental tool that is NEEDED in Tekken however - this might be part of the reason why Aris tends to play Armor King a lot on his play throughs. Armor King can whiff punish easily with f(n),df+2(launcher) or 1 (knockdown). Armor King has very painful low hitting moves like db+4 or d+3+4,3. Some good mid hitting strings for Armor King would include b+2,1,2 (which set-up for another combo on the last hit)…

Yoshimitsu

Spoiler

Yoshimitsu - Xiaoyu and Yoshimitsu are extremely dangerous as partners - one is because… both of them have a lengthy move set and stances that will suit the players purposes. They also capitalize on each others weaknesses. Xiaoyu and Yoshimitsu also provide a psychological influence because they are unpredictable the opponent will literally have to be ready for ANYTHING. Last… these too can generate Netsu VERY quickly from each other taking damage. Yoshimitsu is a tough character to use, but his juggling damage is VERY nice… his pokes are awesome as well (such as b+2,2). Yoshimitsu can also launch the opponent in MANY positions it is not even funny (I don’t play Yoshimitsu but I know this because I fight with another player who plays a rather solid Yoshimitsu). Yoshimitsu also has more lows than Xiaoyu does - Xiaoyu can help Yoshimitsu as she is a bit more deliberate in her efforts as a fighter.

Asuka

Spoiler

Asuka - OF COURSE this would be good team - though… both of the characters will be a little slower in the Netsu generation department (Xiaoyu and Asuka initially dislike each other, but Harada seems to make this more of a “game play balance” situation rather than them having any real animosity like the Williams sister would). Asuka is VERY good at whiff punishing and she has a lot of tag bufferable launchers, most of which are extremely easy to perform. The problem is however, that the player can not afford to be too predictable with Asuka. The player also needs to be on the look for Asuka’s lows… they are rather slow. Xiaoyu can help Asuka in that department. Asuka also has rather nifty parry as well. Last, Asuka has much damaging juggle combos, more so than Xiaoyu does.

Anna

Spoiler

Anna - A very viable team. Anna has a NICE CH game and her lows are very damaging and SNEAKY AS HELL! Anna also moves rather quickly and possesses multiple chain grabs just like her sister does. However, many of Anna’s launchers are high risk and not easily accessible. This is where Xiaoyu can help Anna in producing more damage output. Once again, even Anna’s juggle’s are lengthy and a bit more elaborate than Xiaoyu. But, tag combos would be VERY satisfying for a team like this because players can easily utilize Xiaoyu for sending the opponent flying all over the place as Anna smashes her happless opponent while they are in mid-air taking a massive amount of red health. Anna’s poke aren’t too bad either - her WS df+3,3,3 for example - the hit is MID and jail the opponent on the first hit, thus producing easy damage! This also doubles as a decent punish as well. Anna’s uf+1,3,3,4 string is a high to mid mix-up, stopping multiple attacks, and ending several combo. A good bound for Anna would be something like f+3,2 (bounds mid air opponents but knocks the standing opponent SIDE WAYS). Some other noteworthy moves from Anna would be db+3+4,4 or b+3…

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Miharu

Spoiler

Miharu - Why not!!! Miharu does have a nice set of… er… [S]assets[/S] tools to help Xiaoyu as well. They both have a good tag throw - Miharu has one of the best (and one of the most trollish) command grabs in the game. Miharu also has a handful of unique moves, and a very good low hitting move that will make juggling a very easy task. Miharu’s (crouching) df+4 is particularly damaging and deceivingly quick enough to catch opponents off guard. You can also get away with many of the same things as Xiaoyu would. Miharu also seems to have a few “older” moves that are just not present in Xiaoyu’s move set whatsoever (like b+4,4 which is quick double high kick… it is still a good punish regardless). But, one needs to be careful - Miharu will taunt every time she conducts a certain move and her uf+3+4 has her fall on her butt rather than provide her follow ups (HOWEVER, YOU CAN STILL BOUND OPPONENTS WITH THIS MOVE AND MIHARU WILL STAND UP RIGHT READY TO CONTINUE THE COMBO WHEN XIAOYU IS FINISHED).

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[SIZE=3][FONT=arial]All the above provided by Great Dark Hero.[/FONT][/SIZE]
[FONT=arial][FONT=arial]King (KumaOso) - This is still a work in progress, but I believe he is very much a viable partner for Xiaoyu if you can find a flow for them. King’s damage in TAs is rather strong, but he requires that he must have a specific followup to Xiaoyu’s bound depending on the length of the combo and the bound used for tagging. That being said, Xiaoyu’s f+2,1,4 is almost always used when he’s on point since it usually hits with all three hits and is a great wall carry combined with RJB.[/FONT][/FONT] A nice thing about this team is that King is significantly taller than Xiaoyu. If you bound with Xiaoyu’s AOP uf+3,1, use King’s 1+2,1 to juggle the opponent and Xiaoyu has the option to either end with f+2,1,4, run under and do the same string (very strict though), or something else entirely like flip back over to mess with the opponent. Theoretically, this team also allows longer combos with King as gravity scaling may not matter for the shorter Xiaoyu as much as King.[FONT=arial][FONT=arial] An important thing to remember, though, is that neither of these characters have many lows, and neither are very mash friendly so starting off with these two together isn’t recommend due to the learning curve of both, but if you like playing both of them, go ahead.[/FONT][/FONT]

Geez… there is a lack of activity on this thread. So allow me to add a little contribution.
First off all lets take a look at frame data!!!http://www.avoidingthepuddle.com/ling-ttt2-frame-data/
Xiaoyu was one of my T6 mains… for some reason. I don’t know why. As of TTT2, she is a recurring character that I really enjoy playing!
To provide some insight on her generic damage set ups… b+4,4 is pretty good to utilize - the first hit of that sting hits mid. After the first hit connects it will jail the opponent for the other hit and it does a decent amount of damage and it is definitely a good tool to use for easy damage during Xiaoyu’s Netsu state.
I notice in the Tekken Prolouge that Xiaoyu has gotten a few nerfs and buff here and there. Her, df+2~1 launcher > f+3,1 > (back turn), 2,2 > Phoenix > u+3,3… the last kick of the combo whiffed the opponent in that version… as of now it will still hit again, but it seems to require a little more early timing… or it might be more hitbox dependant. Because, in T6, the last hit of that combo was far more consistent. Miharu Hirano can get away with things like this too.
I do tend to use Rain Dance a lot as a secondary side step… Under many cirumstances, Xiaoyu can be a very good scrub killer in this regard because of her tricks. Smart players aren’t going to fall for this though. During Rain Dance, you can resort to many different moves, such as (while back turned) b+3+4, 3+4 for a good launcher, then another b+3+4, 3+4 for a juggle, and then 1+4 as a combo ender (the 2,2 bound before than might be appropriate as well). You can use u+4 to stop low attacks and crumple your opponent - this will lead into some good bound > TA combos for maximum damage.
During Phoenix stance, Xiaoyu has a good number of tools for mind games and good damage - you can use f+2,1 during Phoenix Stance as it jails crouching opponent (counter hit…)… you can use 2+1 as well for a quick poke - on counter hit it will cause the opponent crumple again, so you can feel free to capitalize from there. Xiaoyu can also avoid many high/mid attacks, if the players taps d at a good time. If the player should utilize Xiaoyu’s d+1+2 Phoenix Stance launcher it will cause high/mids to whiff for a split second before she is in a standing position again.
Some good knock away attacks would be things like f+1+2 or u+1+2, 2, 1 (can jail opponents under the right conditions though it is -10…)…
Launchers (tag launchers) include:
df+2~1
ub+3+4 (which can go into her Phoenix stance as well).
(Phoenix) d+1+2 (this will launcher the opponent high enough to even get a jump kick in and for longer and damaging combos - even better if there is a wall nearby).
Back Turned = 4… this is a staple.
Back Turned = b+3+4, 3+4…
u+3 - pretty quick but you might want to watch for jabbing pressure when hob kicks are concerned.

Bounds:
(Phoenix)u+3,1
f+1 (which includes a jail string after either f+1,3 or f+1,4 - not sure about 4 sense it seems a little slower and hit high).
Back turned 2,2
uf+3+4
u+4 (on mid-air opponents only).
f,f 1+2, 1+2 (the last hit would be on mid-air opponents only - this is a staple for juggle combos

I find myself using Xiaoyu’s parry quite a bit more - it works better than implied. It is a pretty good method of adverting the opponents use of high or mid attacks altogether. Should Xiaoyu parry successfully by pressing the 1+4 notations in reaction to a high or mid attack, her opponent will enter a rather brief stun state that will allow Xiaoyu to capitalize. Xiaoyu’s parry works to completely stop offensive pressure and then begin her own and then set up the opponent up for a more damaging punish combo. This is pretty mandatory, as it also prevents predictability - but do not use a throw after you parry however. If anything, please try to conduct a high low mix-up or crush.(Most individuals would resort to simply 1,2 punish as it is fast and pretty safe).
This is already known but for Rain Dance inputs… Xiaoyu side steps away from linear attacks. As of TTT2, Xiaoyu’s evasiveness actually INCREASED - that means you can make easier use of it during a fight - however, be on the look out for certain low attacks or tracking moves please (unless you are a fair distance away from your opponent) - when Xiaoyu’s back is turned, she can still conduct a parry. Note: It becomes VERY easy to play mind games with your opponent while launching them for juggle combos and poking them… Xiaoyu has some of the best poking tools here so don’t hesitate to make use of them. What would be some good punishes for Xiaoyu?

Punishes/Noteworthy Attacks

Very practical - 1,2,1 (this combo will jail the opponent as they will not crouch from this and it is safe on block). In any case however, it IS possible for the opponent to actually block the LAST hit of the move but they can not do anything else other than block). Should you not get a counter hit, just resort to 1,2 instead.

b+4,4 - VERY NICE. The first hit of Xiaoyu kick will hit MID - another good thing about this move is that it will completely jail the opponent afterwards even registering as a combo. Provides decent damage output and is good for counter acting opponents mix-up attempts.

df+2~1 - Every Xiaoyu players loves this. It is pretty fast, hits MID, and can punish opponent that are at -15 frames. This is launcher… make of that is will and please enjoy yourself as you juggle your opponent off of this when try to win You might also use this for whiff punishment under some situations as well.

f+1+2 - Knockdown, very fast, and is safer than it actually looks. You should use this to draw some distance between you and your opponent. This move also hits mid.

f+2,1 - The last hit is a knockdown, but this will only jail if the opponent is in a counter state. Once again, this hits mid. This is can be a good punish… more like a whiff punish, because Xiaoyu is moving forward.

Pros:

Very fast and evasive - can escape from bad situation easily and provides players with multiple combo set-ups.

During her Art of Phoenix, she can generate small windows that allow her to avoid many mid hitting moves and counteract the opponent very well.

Very Reliable block punishes and pokes.

A very good scrub killer

Awesome stance systems, each with staple tools.

Has a parry for high/mid moves against opponents.

Works extremely well with tags partners (Such as Alisa, Miharu, Asuka, for example).

Can launch and bound the opponent under many situations. (example: uf+3+4 will bound mid-air opponents).

Cons:

Solo juggling damage is a little below par.

Certainly NOT noob - friendly at all. (if you see a Xiaoyu player, the chances are, they really need to know Tekken fundamentals as well as what they are doing).

Xiaoyu’s arms are rather… short, so throwing your opponent might be problematic, as well as trying to poke from far away. You will have to get in closer.

Some of Xiaoyu’s TA’s are a bit weird as well - some even situational (this thread will further elaborate on TA fillers in the near future!)

Xiaoyu’s RDS mids are not very safe at all.

Why don’t we talk about tag partners now?

Armor King!! Er… hey. I tend to play Miharu/Armor King a lot - Armor King can capitalize on Xiaoyu’s/Miharu’s - juggle damages and several other aspects - his damage output from juggle are more impressive. Armor King’s… default tag assist move (just holding on to 5) has him using a rather lengthy one, two juggle combo - this provides Xiaoyu just enough time to input a run into jump kick. Xiaoyu’s jump kick will cause her to automatically into her Art of Phoenix stance - should there be a wall of some sort nearby, Xiaoyu’s opponent is getting ready to lose about half of their health… or all of it if the Xiaoyu player is persistent. Armor King can help Xiaoyu in the damage department. The issue with Armor King is that… he is… straight forward. No he isn’t… well… he is. He doesn’t really “shine” in any aspect other than his chain throws and his above average damage output - Armor King literally does have every fundamental tool that is NEEDED in Tekken however - this might be part of the reason why Aris tends to play Armor King a lot on his play throughs. Armor King can whiff punish easily with f(n),df+2(launcher) or 1 (knockdown). Armor King has very painful low hitting moves like db+4 or d+3+4,3. Some good mid hitting strings for Armor King would include b+2,1,2 (which set-up for another combo on the last hit)…

Yoshimitsu - Xiaoyu and Yoshimitsu are extremely dangerous as partners - one is because… both of them have a lengthy move set and stances that will suit the players purposes. They also capitalize on each others weaknesses. Xiaoyu and Yoshimitsu also provide a psychological influence because they are unpredictable the opponent will literally have to be ready for ANYTHING. Last… these too can generate Netsu VERY quickly from each other taking damage. Yoshimitsu is a tough character to use, but his juggling damage is VERY nice… his pokes are awesome as well (such as b+2,2). Yoshimitsu can also launch the opponent in MANY positions it is not even funny (I don’t play Yoshimitsu but I know this because I fight with another player who plays a rather solid Yoshimitsu). Yoshimitsu also has more lows than Xiaoyu does - Xiaoyu can help Yoshimitsu as she is a bit more deliberate in her efforts as a fighter.

Asuka - OF COURSE this would be good team - though… both of the characters will be a little slower in the Netsu generation department (Xiaoyu and Asuka initially dislike each other, but Harada seems to make this more of a “game play balance” situation rather than them having any real animosity like the Williams sister would). Asuka is VERY good at whiff punishing and she has a lot of tag bufferable launchers, most of which are extremely easy to perform. The problem is however, that the player can not afford to be too predictable with Asuka. The player also needs to be on the look for Asuka’s lows… they are rather slow. Xiaoyu can help Asuka in that department. Asuka also has rather nifty parry as well. Last, Asuka has much damaging juggle combos, more so than Xiaoyu does.

Anna - A very viable team. Anna has a NICE CH game and her lows are very damaging and SNEAKY AS HELL! Anna also moves rather quickly and possesses multiple chain grabs just like her sister does. However, many of Anna’s launchers are high risk and not easily accessible. This is where Xiaoyu can help Anna in producing more damage output. Once again, even Anna’s juggle’s are lengthy and a bit more elaborate than Xiaoyu. But, tag combos would be VERY satisfying for a team like this because players can easily utilize Xiaoyu for sending the opponent flying all over the place as Anna smashes her happless opponent while they are in mid-air taking a massive amount of red health. Anna’s poke aren’t too bad either - her WS df+3,3,3 for example - the hit is MID and jail the opponent on the first hit, thus producing easy damage! This also doubles as a decent punish as well. Anna’s uf+1,3,3,4 string is a high to mid mix-up, stopping multiple attacks, and ending several combo. A good bound for Anna would be something like f+3,2 (bounds mid air opponents but knocks the standing opponent SIDE WAYS). Some other noteworthy moves from Anna would be db+3+4,4 or b+3…

Miharu - Why not!!! Miharu does have a nice set of… er… [S]assets[/S] tools to help Xiaoyu as well. They both have a good tag throw - Miharu has one of the best (and one of the most trollish) command grabs in the game. Miharu also has a handful of unique moves, and a very good low hitting move that will make juggling a very easy task. Miharu’s (crouching) df+4 is particularly damaging and deceivingly quick enough to catch opponents off guard. You can also get away with many of the same things as Xiaoyu would. Miharu also seems to have a few “older” moves that are just not present in Xiaoyu’s move set whatsoever (like b+4,4 which is quick double high kick… it is still a good punish regardless). But, one needs to be careful - Miharu will taunt every time she conducts a certain move and her uf+3+4 has her fall on her butt rather than provide her follow ups (HOWEVER, YOU CAN STILL BOUND OPPONENTS WITH THIS MOVE AND MIHARU WILL STAND UP RIGHT READY TO CONTINUE THE COMBO WHEN XIAOYU IS FINISHED).

Again, thank you so much for this. I’ve got a question though. What do you think of regular King as a partner? At least because of him, I’ve found at least one crossup setup.

Oops… I’m sorry - I haven’t touched King yet. But, it sounds like a strong team. The regular King does not that many lows to work with - though he has some of the best throws in the game… very good CH game, pokes, and punishes too - some punishes include 2,1 on 10 frames… b+3 or, interestingly, uf+4 for +14 framers.
King can dish out a lot of damage easily which can compliment Xiaoyu’s low juggle damage output - (Xiaoyu’s ground attacks hurt like hell so if the opponent is standing while taking punishment, she is fair game). Xiaoyu can also be good compliment to King’s lack of low hitting moves. King is also a bit on the slow side in many situations so you can use Xiaoyu’s speed as well. I am honest not too sure about much else on King… but he does have VERY safe strings, most of which can even be delayed or hit confirmed. A very nice pool of mid hitting moves and punishers.

EDIT: Can you share a little info on the Xiaoyu/King cross-up scenario? If you wish, you can also elaborate on a few good team and ideas too…I truly do have a lot to learn myself…

From what I’ve noticed, it’s very combo dependent since it’s subject to gravity scaling and momentum, but after doing a certain bound into TA, do King’s 1+2,1 which gives Xiaoyu just enough time to run underneath the opponent. Later today, I might post the setups for it, because that stuff is too good to pass up.

Unfortunately, I cannot say anything on other teams. These were two of the characters I wanted to use other than Jun and Leo.

EDIT: Went back and tried to go over what I could recall.
The cross under scenario is as such:
(Xiaoyu) AOP uf+3,1 B! (King) 1+2, 3 (Xiao) Run Under f+2, 1, 4.

You can choose to omit the last string and you’ll be in RD with your opponent’s back to you.

There are a few other situations with the high knockback of King’s 1+2, 1_3 that will let you do an ambiguous crossup with Xiaoyu’s fff+3. If you land behind, you’ll be in AOP. However, this AOP only has RD’s 1 (and presumably the 4 portion of the string) ,2,3, and 4 commands. You gotta hold back to get you into normal AOP.

From what I’ve noticed, it’s very combo dependent since it’s subject to gravity scaling and momentum, but after doing a certain bound into TA, do King’s 1+2,1 which gives Xiaoyu just enough time to run underneath the opponent. Later today, I might post the setups for it, because that stuff is too good to pass up.

Unfortunately, I cannot say anything on other teams. These were two of the characters I wanted to use other than Jun and Leo.

EDIT: Went back and tried to go over what I could recall.
The cross under scenario is as such:
(Xiaoyu) AOP uf+3,1 B! (King) 1+2, 3 (Xiao) Run Under f+2, 1, 4.

You can choose to omit the last string and you’ll be in RD with your opponent’s back to you.

There are a few other situations with the high knockback of King’s 1+2, 1_3 that will let you do an ambiguous crossup with Xiaoyu’s fff+3. If you land behind, you’ll be in AOP. However, this AOP only has RD’s 1 (and presumably the 4 portion of the string) ,2,3, and 4 commands. You gotta hold back to get you into normal AOP.

Ah!! Now this is a really nice set up! Hm - depending on how many times we actually hit the opponent, juggle hits will cause the opponent to fly even further backwards…
As the opponent is in a bound state, King’s string will knock them upwards a little further… just enough for Xiaoyu to actually run underneath them. I can actually see Xiaoyu’s fff+3 to AOP cross-up leading into another damaging set-up after the fact because she does have many options from that stances… Allow me to experiment with this myself and I will type more about my thoughts…

It gets better. That setup can be started with Xiaoyu’s SS+3, AOP to then go into uf+3,1. What I also like about this setup is that if you decide to skip the last string, you could flip back over to mess with their head.

The one thing I’m struggling with the fff+3 crossup is dealing with low kickers. That’s something I’m going to have to figure out and is probably easy to fix.

Geez! I might have actually add King into my arsenal of fighters for Xiaoyu! I can’t wait to figure out how much more technology we can develop with other tag partner. So sweet! … Now while I’m here, I am going to showcase some jail strings. Reminder, jail strings are attack strings that are guaranteed to combo. Some of these strings might require counter hit(CH). Xiaoyu should keep the opponents options and movement at a minimum. Xiaoyu has the tools to zone the opponent (meaning utilizing homing moves, poking, and her speed). Here are Xiaoyu’s possible strings for jailing the opponent.

(CH)1,2,1 (the opponent will have to guard this, and the last is going to hit mid)

(CH)ff+2,1

(CH)u+1+2,2,1

b+4,4 (this WILL work after the first hit

AOP (CH) f+2,1

ff+1+2,1+2

ff+1,3

(back turned) (CH) 2,1,4 (both punches will just hit high)

f+2,1

1,u+2, 1+2
These are the few ideal ones I tend to utilize often. I’m going to see if I can gather some info on tag fillers and other aspects of Xioayu’s character…

We should also share strategies for close,mid, and far range and what to do with mashers.

Ah! Well for one thing, hop kicking pretty much screw over many reckless Chreddy Jackson players… won many matches because of it. (The majority of these players have a tendency to start off with Chreddy’s b+3,3) Chreddy (and Hwoarang) mashers tend to get rather weak when spacing and mid hitting pokes are involved.